Video games with valuation of a game environment

ABSTRACT

According to an embodiment, a video game permits valuation of a game environment and/or sharing value in the game. For example, players can buy and sell whole or fractional portions of the revenue sources derived from a particular game environment. The ownership may be represented as debt, stock or as some other allocations mechanism.

The following application is a continuation of U.S. patent applicationSer. No. 13/622,306, filed Sep. 18, 2012, now U.S. Pat. No. 8,409,015,which is a continuation of U.S. patent application Ser. No. 12/861,909,which is U.S. Pat. No. 8,267,794, filed on Aug. 24, 2010, which is acontinuation of U.S. patent application Ser. No. 11/567,122, filed Dec.5, 2006. Each of the above applications and patents is herebyincorporated by reference in their entirety for all purposes.

BACKGROUND

Video games which are accessible to multiple players via a server orpeer to peer network are well known. For example, hundreds of thousandsof players access games known as massive multi-player online games(MMOGs) and massive multi-player online role playing games (MMORPGs).Players of these games customarily access a game repeatedly (fordurations typically ranging from a few minutes to several days) over agiven period of time, which may be days, weeks, months or even years.The games are often constructed such that players pay a periodicsubscription price (e.g., $15 per month) rather than, or in addition to,paying a one time purchase price for the game. Often, though notnecessarily, these games have no ultimate “winner” or “winning goal,”but instead attempt to create an enjoyable playing environment and astrong player community.

It would be advantageous to provide improved methods and apparatus forincreasing the enjoyment and/or longevity of video games including, butnot necessarily limited to MMOGs and MMORPGs.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram depicting a network according to an embodimentof the present disclosure.

FIG. 2 is a block diagram depicting a system 100 according to oneembodiment of the present invention.

FIG. 3 is a block diagram depicting a system 400 according to oneembodiment of the present invention.

FIG. 4 is an embodiment of a method of launching an IPO according to oneembodiment of the invention.

DETAILED DESCRIPTION

Definitions

Unless stated to the contrary, for the purposes of the presentdisclosure, the following terms shall have the following definitions:

Credit Card—a credit instrument issued by a real or virtual worldinstitution to a player that allows the player to make purchases byproviding an account identifier (e.g. a credit card number) rather thancash or other currency. An example is a credit card like those issued byVisa, MasterCard, or American Express. For the purposes of the presentdisclosure, the term “Credit card” is intended in a very broad sense andis not limited to those situations in which a player's purchases aremade on credit (i.e. where payments for those purchases is not due untila later time) but also includes financial instruments such as debitcards, check cards, lines of credit and the like.

Virtual credit card—a financial instrument issued in a virtualenvironment that acts in the virtual environment for virtual currencythe way a real world credit card acts in the real world for realcurrency.

Real Cash Value—the value in real dollars (or foreign currency ifapplicable) of the virtual currency. This value can be determined bymultiplying the value of a virtual currency amount by the currentexchange rate to real dollars (or other currency).

Total virtual obligation amount—the total amount of the virtualfinancial obligation(s) associated with a player character's account.

Virtual Contract—An enforceable agreement between a first playercharacter and either another player character, a game server, creditcard provider, or a third party. Some examples of virtual contracts areprovided in U.S. Provisional Patent Application Ser. No. 60/652,036,which is hereby incorporated by reference in its entirety for allpurposes.

Virtual—shall mean in a video game environment or other intangiblespace.

Virtual World—a world created in an online game such as World ofWarcraft, or a virtual community such as Second Life, Eve or There.com.

Virtual Resource—a resource that can be used in the virtual world tocreate game attributes. Examples of virtual resources include wood,stone, herbs, water, ores, animals, monsters, bosses, NPCs, buildingmaterials, potions, etc.

Virtual Creditor—shall mean a first player character or other entity whois owed a virtual obligation by a second player character.

Virtual Credit Score—a score given to player characters in a video gamebased on one or more of the following criteria: the virtual assets theypossess, the age of the character account, the type of account, e.g.basic or premium, the available credit line of the credit cardassociated with the account, the existing virtual financial obligationsof the player character account, the player character's payment historyincluding days to pay, amounts overdue or delinquent, and/or the playercharacter's real world credit score, and/or the factors used in the realworld to determine a credit score.

Virtual Financial Account—a virtual account issued to a player characterby a virtual bank, game server or third party where virtual cash can bedeposited and withdrawn.

Virtual Financial Obligation—An agreement by a player character orentity to pay one or more game attributes or virtual or real currency toanother player character, entity or the game server. This obligation canbe a one time payment, or may require multiple payments over time. Theobligation may specify when payments and/or interest are due.

Virtual Financial Intermediary—Financial intermediaries are institutionsincluding depository institutions, contractual savings institutions, andinvestment intermediaries or other entities, players or third partieswhich offer financial products and services for use within the virtualenvironment. The various financial intermediaries available in thevirtual environment may each serve different or overlapping purposes andprovide means for using, saving, borrowing, exchanging and transferringcurrency (real or virtual).

Virtual Financial Obligation Value—the in game value of the obligation.For virtual cash the value may be stated as a virtual and/or real cashamount. For other game attributes, the value can be determined bygenerating a virtual cash market value for the item based on the currentvalue in an online marketplace or exchange. The value of the obligationmay be fixed or variable and may also be set as a condition of theplayer contract and/or by the game server or other entity.

Billing Information—shall mean any information pertaining to billing aplayer (or a player character) for playing a game, accessing a game,purchasing goods or services, or any other reasons. Billing informationmay include such real world information as a billing address, creditcard account number, bank account number, pay pal account number orother payment facilitator, or the account number of any other financialentity providing a real world credit line or any other payment-relatedinformation.

Character or “player character”—a persona created and controlled by aplayer in a video game.

Avatar—the virtual representation of a player character.

Character Account—an account that tracks character attributes.

Character Attribute—any quality, trait, feature or characteristic aparticular Character can have that is stored in the correspondingCharacter Account. Character Attributes may include, but are not belimited to: 1. A character score 2. A virtual object 3. The physicalappearance of a character 4. An emblem or mark 5. A synthetic voice 6.Virtual currency 7. Virtual help points or credits 8. The ability tojoin groups of other players at a later time 9. A score for subsequentmatching of later game parameters 10. A relationship with anothercharacter 11. A genetic profile or makeup 12. A skill or skill level 13.A ranking

Character Life—a fixed or variable, finite or infinite period of virtualor real world time that a player character can exist in a gameenvironment.

Character Skills—game attributes inherent in or acquired by a playercharacter during game play such as, but not limited to: the ability tocast (certain) spells, foretell the future, read minds, use (certain)weapons, cook, hunt, find herbs, assemble herbs into potions, mine,assemble objects into other objects, fly, and/or enchant other playercharacters.

Computer Generated (CGC) or Non-Player (NPC) Character—any characterthat is controlled by the game system and/or a computer program and/orrules established by the game system and/or a player and not by a playeron a continuous basis.

Game performance parameter—any aspect of a Video Game by which a playercharacter's performance can be measured. Game Parameters shall include,but not be limited to: 1. Completing all or part of a mission 2. Playingfor a certain period of time 3. Winning a match against another playercharacter or computer generated character 4. Reaching a certain level orscore 5. using or obtaining an ability or technology 6. kill/deathratios 7. obtaining, creating or modifying an object 8. solving a puzzle9. accuracy with weapons 10. effective use of the proper weapon 11.killing a certain character/creature 12. getting through or to a certaingeographic area 13. decreasing or increasing Karma Points 14. getting,buying, exchanging or learning a new skill or player attribute 15.having a child 16. getting married 17. obtaining, buying, trading,producing or developing raw materials 18. producing goods or services19. earning income 20. earning a higher rank in an army 21. winning anelection among two or more player characters 22. achieving deity orother status 23. improving player character status or caste 24.assisting other player characters with any of the above 25. speed ofaccomplishing or changing the rate or trends of any or all of the above.

In-game Marketplace—shall mean a virtual environment where Characterscan exchange items, attributes, or any other exchangeable game element.

Novice Player—shall mean a player that is identified as requiring thehelp of an expert to complete a Game Parameter.

Player—shall mean an individual who can register an account with a VideoGame Central Server or within a peer-to-peer network and createCharacters that can interact with other Characters in a VirtualEnvironment, and/or that can authorize a NPC to act on the player'sbehalf.

Player Account—shall mean an account on the Video Game Central Server orwithin a peer-to-peer network that contains a Player profile includingpersonal, billing, and character account information.

Player Attribute—shall mean any attribute that can be applied to aplayer account. Player Attributes shall include, but not be limitedto: 1. Real Currency. 2. Discount of monthly fees for playing game. 3.Monthly fee for playing a game. 4. Interest rates for use of orborrowing real or virtual cash amounts. 5. Global character attributesettings for all characters created by player across multiple games. 6.Rewards for encouraging another player to signup to play.

Player to Player Contract—a real and/or virtual but binding contractbetween player characters that allows the players to provide or exchangegame attributes to one another. Once a player-to-player contract isestablished, the game server or peer-to-peer network automaticallydistributes acquired game attributes between the player characters basedon the contract conditions.

Video Game—a game played on a Video Game Consul that may or may not benetworked to a Video Game Central Server or within a peer-to-peernetwork.

Video Game Consul—a device comprising a CPU, memory and optionalpermanent storage residing at a player location that can allow for theplaying of video games. Examples include, home PCs, Microsoft Xbox, andSony Playstation.

Video Game Central Server—a CPU, memory and permanent or temporarystorage that is connected to multiple Video Game Consuls that allows forMassive Multi Player Online Video Games to be played.

“Game Environment”—a particular level or area within a virtual world.Each game environment may have its own rules, regulation, currency,government, managers, etc. Game environments may exist within other gameenvironments.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise.

The terms “including”, “comprising” and variations thereof mean“including but not limited to”, unless expressly specified otherwise.

The term “consisting of” and variations thereof mean “including andlimited to”, unless expressly specified otherwise.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in this patent application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase “at least one of a widget, a car and a wheel” meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”.

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” does not mean“represents only”, unless expressly specified otherwise. In other words,the phrase “the data represents a credit card number” describes both“the data represents only a credit card number” and “the data representsa credit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is previously and explicitly recited. Thus, when theterm “whereby” is used in a claim, the clause or other words that theterm “whereby” modifies do not establish specific further limitations ofthe claim or otherwise restricts the meaning or scope of the claim.

The term “e.g.” and like terms means “for example”, and thus does notlimit the term or phrase it explains. For example, in the sentence “thecomputer sends data (e.g., instructions, a data structure) over theInternet”, the term “e.g.” explains that “instructions” are an exampleof “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, determine an object which meetsa certain criterion) is used in an extremely broad sense. The term“determining” encompasses a wide variety of actions and therefore“determining” can include calculating, computing, processing, deriving,investigating, looking up (e.g., looking up in a table, a database oranother data structure), ascertaining and the like. Also, “determining”can include receiving (e.g., receiving information), accessing (e.g.,accessing data in a memory) and the like. Also, “determining” caninclude resolving, selecting, choosing, establishing, and the like. Itdoes not imply certainty or absolute precision, and does not imply thatmathematical processing, numerical methods or an algorithm process beused. Therefore “determining” can include estimating, predicting,guessing and the like.

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers and computingdevices. Typically a processor (e.g., one or more microprocessors, oneor more microcontrollers, one or more digital signal processors) willreceive instructions (e.g., from a memory or like device), and executethose instructions, thereby performing one or more processes defined bythose instructions.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof. Thus adescription of a process is likewise a description of an apparatus forperforming the process. The apparatus can include, e.g., a processor andthose input devices and output devices that are appropriate to performthe method. Further, programs that implement such methods (as well asother types of data) may be stored and transmitted using a variety ofmedia (e.g., computer readable media) in a number of manners. In someembodiments, hard-wired circuitry or custom hardware may be used inplace of, or in combination with, some or all of the softwareinstructions that can implement the processes of various embodiments.Thus, various combinations of hardware and software may be used insteadof software only.

The term “computer-readable medium” refers to any medium thatparticipates in providing data (e.g., instructions, data structures)which may be read by a computer, a processor or a like device. Such amedium may take many forms, including but not limited to, non-volatilemedia, volatile media, and transmission media. Non-volatile mediainclude, for example, optical or magnetic disks and other persistentmemory. Volatile media include dynamic random access memory (DRAM),which typically constitutes the main memory. Transmission media includecoaxial cables, copper wire and fiber optics, including the wires thatcomprise a system bus coupled to the processor. Transmission media mayinclude or convey acoustic waves, light waves and electromagneticemissions, such as those generated during radio frequency (RF) andinfrared (IR) data communications. Common forms of computer-readablemedia include, for example, a floppy disk, a flexible disk, hard disk,magnetic tape, any other magnetic medium, a CD-ROM, DVD, any otheroptical medium, punch cards, paper tape, any other physical medium withpatterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any othermemory chip or cartridge, a carrier wave as described hereinafter, orany other medium from which a computer can read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) are well known and could be used to store and manipulate thedata types described herein. Likewise, object methods or behaviors of adatabase can be used to implement various processes, such as thedescribed herein. In addition, the databases may, in a known manner, bestored locally or remotely from any device(s) which access data in thedatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, or a combination of any of the above).Each of the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Description

Massive multi player online games (MMOGs) or massive multi-player roleplaying games (MMORPGs) are computer games which are capable ofsupporting hundreds, thousands, or millions of players simultaneously.Typically, this type of game is played in a giant persistent world wherethe game continues playing regardless of whether or not real players arelogged in. Players commonly access these games through a network such asthe Internet, and may or may not be required to purchase additionalsoftware or hardware in order to play the game. Such networks allow forpeople all over the world to participate and interact with each other ina virtual environment. The present disclosure provides systems andmethods which contribute to the evolution and longevity of such a game.

The herein described aspects and drawings illustrate componentscontained within, or connected with other components that permit play inthe virtual environment. It is to be understood that such depicteddesigns are merely exemplary and that many other designs may beimplemented to achieve the same functionality. Any arrangement ofcomponents to achieve the same functionality is effectively associatedsuch that the desired functionality is achieved. FIG. 1 provides anexemplary network which may be used to support a virtual environment.

Referring to FIG. 1, a network 10 according to one embodiment includes acentral server 20 in communication with a plurality of video gameplaying units 18. Those of ordinary skill in the art will appreciatethat any number of video game playing units may be in communication withthe central server. Typically, the number of video game playing unitschanges at various times as players join games and as players stopplaying games. Similarly, more than one server may operate to coordinatethe activities of the video game playing units, as is well known in theart.

Central server 20 may comprise any computing device (e.g., one or morecomputers) capable of communicating with other computing devices. Theserver 20 typically comprises a processor which is in communication witha storage device, such as an appropriate combination of RAM, ROM, harddisk, and other well known storage media. Central server 20 may compriseone or more personal computers, web servers, dedicated game servers,video game consoles, any combination of the foregoing, or the like.

Each video game device 18 may comprise any device capable ofcommunicating with central server 20, providing video game informationto a player, and transmitting the player's desired actions to thecentral server. Each video game device typically comprises a processorwhich is in communication with a storage device, such as an appropriatecombination of RAM, ROM, hard disk, and other well known storage media.Suitable video game devices include, but are not limited to, personalcomputers, video game consoles, mobile phones, and personal dataassistants (PDAs).

Some or all of video game 17 can be stored on central server 20.Alternatively, some or all of video game 17 may be stored on theindividual video game devices 18. Typically, the video game devices areable to communicate with one another. Such communication may or may notbe facilitated by central server 20. Accordingly, a player 19 aaccessing video game 17 via game device 18 a may be able to play with aplayer 19 b accessing video game 17 via game device 18 b. As shown, itmay be possible for multiple players (e.g. 19 c, 19 d) to access centralserver 20 via the same game device (e.g. 18 c).

Regardless of whether video game 17 is stored on central server 20 orvideo game devices 18, server 20 is typically configured to facilitateplay of the game between multiple game players.

Those having skill in the art will recognize that there is littledistinction between hardware and software implementations. The use ofhardware or software is generally a choice of convenience or designbased on the relative importance of speed, accuracy, flexibility andpredictability. There are therefore various vehicles by which processesand/or systems described herein can be effected (e.g., hardware,software, and/or firmware) and that the preferred vehicle will vary withthe context in which the technologies are deployed.

At least a portion of the devices and/or processes described herein canbe integrated into a data processing system with a reasonable amount ofexperimentation. Those having skill in the art will recognize that atypical data processing system generally includes one or more of asystem unit housing, a video display device, memory, processors,operating systems, drivers, graphical user interfaces, and applicationprograms, interaction devices such as a touch pad or screen, and/orcontrol systems including feedback loops and control motors. A typicaldata processing system may be implemented utilizing any suitablecommercially available components to create the gaming environmentdescribed herein.

While virtual environments as previously described allow forinteractions between players, the amount and depth of interaction may belimited by the parameters of the game. For example, most virtualworlds/environments lack sophisticated financial systems. They thereforelimit the capital raising ability of virtual entities such as gameenvironments as well as potential investment opportunities forcharacters. This limits the scope of interactions available and inhibitsgrowth and development of both the virtual economy and the virtualenvironment, decreasing the depth and enjoyment of play available.

Various embodiments of the invention address this issue by providing ameans for buying and selling game environments or interests in gameenvironments. Trade in ownership of game environments allows gameenvironments to generate capital for investment as well as a means fortracking wealth and/or points in a game. Such a system increases thedevelopment of the game, increasing the enjoyment of the players and thesophistication of play available.

Game environments are particular levels or areas within a virtualenvironment. There may be game environments within game environments, oreach game environment may stand alone. They may be controlled by thegame server, game owner, manufacturer, one or more players, one or morecharacters, corporations, third parties, or a combination thereof. Gameenvironments may be acquired by any means deemed appropriate by theparameters of the game. In one embodiment, the game server screenscharacters to determine eligibility for creating game environments usingsome or all of the following method steps: 1. Retrieve a player resume.A player resume may include, for example, the play history of a playerin one or more virtual worlds. 2. Determine if the resume qualifies theplayer to create a game environment based on qualification rules andconditions. 3. Flag resume as qualifying and output notice to playercharacter that he is eligible to create and manage a game environment.

Eligibility to create a game environment may be based on anyqualifications determined by the parameters of the game, the gameserver, the owners of the local game environment, or any combinationthereof. In one embodiment, eligibility may be acquired when a characterreaches a certain skill or wealth level. In another embodiment, gameenvironments may be purchased. In a further embodiment, gameenvironments may be granted to players and/or characters who discoverthem. In yet another embodiment, game environments may be won. In afurther embodiment, game environments may be randomly distributed. Instill another embodiment, characters or players could apply to open gameenvironments. In another embodiment, the number of game environmentsavailable could be based on the number of characters playing, the marketvalue of all game environments, the projected growth of the game or theexisting game environments, the number of players playing, or any othercriteria as determined by the game.

Game environments may exist as empty space, or may come with a certainnumber of resources and/or constraints or rules. Such resources,constraints or rules may be predetermined wherein every game environmentstarts with the same amount of resources, or resources may bedistributed according to any relevant criteria including, but notlimited to, randomly; as determined by the game sever or other gameparameters; as determined by the game owner; as determined by the gameenvironment owner; according to an evaluation of the game environmentowner character(s) or player(s) such as, the amount of wealth theplayer(s) and/or character(s) has accumulated, the amount of time thecharacter(s) has been in existence or the player(s) behind thecharacter(s) has played the game, assessments of the skill level of thecharacter(s), any other criteria relevant for assigning resources, or acombination of the above. For example, a game environment owner couldreceive a certain allocation of resources to be distributed in the gameenvironment for each month the character has been in existence. Inanother embodiment, each game environment is initially worth a totalnumber of points which may be attributable to natural resources. Theallocation of resources depends on how the points are assigned by theowner of the game environment. Resources can be made available up frontor over time, in periodic intervals, when certain events occur in thegame environment, or in any other manner.

Game environments may be created and run by any means applicable. In oneembodiment, an exemplary system 100 is configured to provide the virtualenvironment described above. As shown in FIG. 2, system 100 includes amaster game server 102 for running the game and a game environmentserver 104 for one or more game environments within the game.

Master game server 102 may host a program such as game environmentcreation and set up program 106. Master game server 102 may further hosta plurality of databases including, for example, game environmentdatabase 118 and player database 120. Game environment server may host aplurality of programs including, for example, Game Environment Creationand Set Up Program 108, Game Environment Management Program 110, GameAttribute Valuation Program 112, Exchange Multiplier DeterminationProgram 114, Game Item Assembly Program 116.

Game Environment server 104 may include a plurality of databasesincluding, for example, current data database 122, raw material database124, NPC database 126, skill database 128, era database 130, exchangemultiplier database 132, player database 134, and player characterdatabase 136.

In one embodiment, game environment database 118 may store informationregarding the game environment such as the game environment ID,identification of the owners, percentage ownership, configurations,creation date, fee structure, date of initial public offering (IPO) orany other information relating to the game environment. Player database120 may include information regarding the players in a virtualenvironment, their ID(s), the character(s) they control, billinginformation and the game environments in which the players havecharacters.

In one embodiment, raw material database 124 may include, for example,the type of raw material available in a game environment, the locationof the raw material, the first date available, conditions for use,conditions for discovery, conditions for availability, maximum quantityallowed, quantity issued, quantity remaining, license or permit fee, andtimes when available. Such conditions for raw material may beestablished when the game environment is formed, or may evolve or bereassigned as the game environment develops. Player database 134 mayinclude information such as, but not limited to, player ID, thecharacter(s) controlled by the player, billing information and personalinformation. Player character database 136 may include information suchas, but not limited to, character ID, player ID, assets, skills,obligations, and game environment access.

Each game environment may have the same, similar or differentattributes. Such attributes may be designated by the game server,allocated upon creation of the game environment, or selected by theowner. For example, the owner or other controlling entity may configurethe game environment to meet certain parameters including, but notlimited to, establishing the initial resources, available skills andmaximum levels, game play types, taxes, permits, government types,exchange types, types of businesses and the maximum number of eachbusiness type, mission types and quantities along with allowed rewards,magic spells, licenses, etc. As the game develops, attributes may alteror disappear as they are used. The selection of attributes and thedevelopment of a game environment may serve to increase the wealth ofthe environment, attract other players to the environment, increaseinvestment and building in an environment as well as contribute to theoverall enjoyment of the game.

Among the aspects that may make a game environment more or lessdesirable may be the form of government that controls the gameenvironment. The initial controlling entity of the game environment mayestablish a representative government, or may run the game environmentas a republic, democracy, fiefdom, oligarchy, monarchy, dictatorship,theocracy, corporation or autocracy. The government may regulate as manyor as few aspects of the game environment as it desires. For example, itmay build infrastructure, maintain order, regulate trade, regulatecommerce, regulate social welfare, control immigration, or any othertype of activity commonly regulated by governments. In anotherembodiment, the government may merely collect taxes. In a furtherembodiment, the game environment may be a business and the governingentity may be a management team or a board of directors.

One area that may be controlled by the governing entity of a gameenvironment is access to the game environment. In one embodiment, gameenvironments are open to anyone. In another embodiment, access may belimited. For example, game environments may require petitions to enter,may have limitations on the number of characters or the types ofcharacters that may be in the game environment at any one time, mayencourage the entrance of particular types of characters, characterswith particular skill sets, characters with particular credit scores,players with particular credit scores, characters with a particularasset base, any other type of criteria determined by the controllingentity of the game environment, the game server, game owner, or acombination thereof. In one embodiment, a character may be required toown shares or options in a game environment prior to playing in theenvironment. In another embodiment, characters may have to pay a fee orhave a premium account in order to enter particular game environments.Such fees may be daily, monthly, annual or any fraction thereof. In oneembodiment, such fees are paid to the owner(s) of the game environment.In another embodiment, such fees may be paid to the central servermaintaining the game environment. In a further embodiment, such fees areshared between the central server and the owner(s). In anotherembodiment, such fees are paid to a central account for the gameenvironment.

In one embodiment, an owner may recruit other characters or entities toplay in the game environment. Such play can include development of thegame environment including development of smaller game environments suchas the construction of buildings, townships, estates, cities,municipalities, states, neighborhoods, or any other units. Characterscould also form businesses, families, unions, co-ops, guilds, etc. orany other type of organization which assists in self-preservation,advancement, skill acquisition and accumulation of wealth, therebycontributing to the evolution of the game.

In one embodiment, an owner or governing entity could try to recruit thebest group of players to play in their game environments so that theycan build the wealth within that environment more quickly. Incentivescould be offered as a recruitment tool. For example, stock or stockoptions in the game environment could be offered to players willing toplay in the game environment. Such offers could occur using some or allof the following steps: 1. Receive a request to recruit playercharacters into a game environment, including resume criteria and stockor stock option offers based on resume criteria. 2. Generate a list ofplayers that fall within resume criteria settings. 3. Output stock orstock option contract offers to players based on resume criteria. 4.Receive acceptance of offer(s). 5. Create new player accounts in gameenvironment and assign stock or stock option contracts. In anotherembodiment, a player may petition to create and develop a character in agame environment. In a further embodiment, characters may post resumesincluding character history, skills, and assets and may receive offersfrom owners or controlling entities of game environments to play in thatgame environment.

The owners or government of a game environment may seek virtual fundsfor development and growth of the game environment. Such virtual fundsmay be obtained through a variety of means including, but not limitedto, taxes, fees, licenses, bond issuance, loans, investors, commercialpaper, convertible debt, bills, notes, debt issuance, venture capital,the issuance of private shares, transforming the game environment into apublic company through an initial public offering, or through a followon offering such as the issuance of common stock, preferred stock, ortreasury stock.

For example, public or private shares in a game environment may be soldby the game environment to raise capital. The sale of shares may beaccomplished by any means applicable. In one embodiment, shares are soldusing a system such as the exemplary system 400 shown in FIG. 3. Asshown, system 400 includes a master game server 402 a game environmentserver 406 and an exchange server 404.

Game environment server 406 may include databases such as playerdatabase 414, player character database 416, exchange open offersdatabase 428, exchange transaction database 420.

In one embodiment, Player Database 414 may include information such as,but not limited to Player ID, Player Billing Info, Player Personal Info,Player Credit Info, Player Exchange Seat ID, and Player Assets. PlayerCharacter Database 416 may include information such as, but not limitedto, Character ID, Player ID, Character Assets, Character inventory,Character Skills, Exchange Seat Owner Account Number, Exchange SeatNumber, virtual account numbers.

Exchange Server 404 may include or host various programs, routines,subroutines and/or databases including, but not limited to an exchangedatabase 408, an exchange open offers database 410, and an exchangetransaction database 412.

In one embodiment, Exchange database 408 may include information suchas, but not limited to, exchange ID, exchange type, allowable assets,and allowed traders. In another embodiment, exchange database 408 mayinclude information regarding seats on the exchange such as the exchangeseat price, maximum exchange seats allowed, exchange seats issued, andexchange seat qualifying conditions. Exchange open offers database 410could contain information such as: 1. Offer ID 2. Offer type 3. Offerposting date 4. Offer expiration date 5. Offer Item 6. Offer Quantity 7.Offer Price.

Exchange open offers may additionally be associated with the characteror player submitting the offer. Such information could be stored inExchange Open Offer Database 428 and include information such as thecharacter ID, holdings, offer ID, offer type, offer posting date, offerexpiration date, offer item, offer quantity, and offer price.

In one embodiment, each transaction could be stored in an ExchangeTransaction Database, for example in Exchange Transaction Database 412.Such a database could store information such as: 1. Order ID 2. OrderBuyer 3. Order Seller 4. Order Date 5. Order Price 6. Order Type 7.Order terms and conditions

In another embodiment, such transactions could be associated with thecharacter in Exchange Transaction Database 420. Such a database couldinclude information such as character ID, character inventory, order ID,order date, order, price, order type, and/or authentication number.

Various methods and systems for inter and intra game exchanges aredescribed, for example, in co-pending U.S. patent application Ser. No.11/560,456, entitled “Inter and Intra Game Exchanges in and BetweenMMOPVGs” filed Nov. 16, 2006, which is hereby incorporated by reference.

Initial shares may come from any number of sources. In one embodiment,each game environment is formed with an allocation of shares. In anotherembodiment, the owner(s) of a game environment may decide to issuepublic or private shares. The distribution of private shares may be madeaccording to decisions of the owner(s) and the laws, rules andregulations of the game. For example, shares of the game environment maybe distributed to characters playing in the game environment, forexample to all characters who play in the game environment, to businessowners in the game environment, to characters who have played in thegame environment for a certain length of time, held by the owner(s),distributed in a lottery, distributed by whim, or according to any othercriteria as determined by the game, game server, game owner, gameenvironment owner, or any combination thereof.

In one embodiment, private shares may be sold to raise capital for thegame environment. Investors may be sought by any means applicable. Forexample, the game environment may send out mass mailings throughelectronic mail, screen alerts, instant messaging of any other meansused to communicate. In another embodiment, owner(s) may be prohibitedfrom sending out general solicitations for private shares and mustcontact each investor individually. In a further embodiment, a databasemay exist which pairs game environments with potential investors.

Private shares may have restrictions on resale. For example, the sale orpurchase of the shares may be limited to exchanges or characters withina particular game environment or to particular characters ororganizations. Such limitations may be approved or overridden by theother shareholders. In another embodiment, such shares may be bought andsold between game environments and/or virtual environments. In oneembodiment, the private shares may trade for an equal number of publicshares when a game environment becomes public. In another embodimentprivate shares may be converted to some fraction of public shares. Inyet another embodiment, ownership of private shares may give priority tothe purchase of public shares.

Private game environments may become public, game environments may bepublic upon formation or public game environments may become private.For example, in one embodiment, game environments may become public byhaving initial public offerings. In another embodiment, each gameenvironment may be formed with an allocation of shares held by theowner(s) which can be publicly traded on an exchange from the time offormation. In a further embodiment, a game environment can buy backshares.

Game environments may automatically go public. For example they may bepublic upon formation, converted to public companies when they reach acertain size, population density, wealth, age, asset value, number ofbusinesses, when a stock market or exchange is discovered or formed,when a particular type of technology is discovered, or any othercriteria established by the game, game owner, game server, gameenvironment owner(s) or a combination thereof.

In one embodiment, once a game environment reaches a particular age, aroutine such as that outlined in FIG. 4 may be launched where the gameserver determines that the game environment has reached the requiredage. The game server then values the game environment, or requests avaluation, publishes notice of the initial public offering and lists theshares on a primary or secondary exchange.

In another embodiment, the game owner(s) or governing entity may decideto launch a public offering and sell shares in the game environment. Inorder to launch a public offering, the owner(s) may be required toregister the game environment with a governing entity. In oneembodiment, each game environment is registered upon formation. Inanother embodiment, some type of notification or filing must be madewith a governing entity. Such notification may be made by electronicmail, regular mail, screen alert, instant messaging, or any other typeof communication which would effectively comply with the notificationrequirements. Notification may include any information requested orrequired by the governing entity, game owner, game server or anycombination thereof. Such notification may be available to everyone, ormay be a confidential document. It may include or require informationsuch as the design of the game environment, the types of businesses inthe game environment, the structure of the game environment, the typesof characters in a game environment, information regarding management orgovernment of the game environment, information regarding earnings ofthe game environment, valuation of the game environment, an explanationof how the proceeds are to be used, a list of the owners, financialstatements, and/or risk disclosures, etc. In yet another embodiment,there is no notification process required before the selling of sharesin a game environment.

The value of game environments may be assessed by measuring any of anumber of parameters including, but not limited to, the growth of theeconomy, the value of its natural resources, the amount of investmentthat is being made, the number of characters working or inhabiting thegame environment, the amount of development that is taking place, theamount of land available for development, the amount of trade, thestability of the economy, taxes, cash flow, the assets of theinhabitants, the standard of living of the characters, the imports andexports into the economy, any other factor that is generally used tovalue an economy or any combination of the above.

in one embodiment, the value of a game environment is calculatedaccording to the following equation: consumption+investment+governmentspending+(exports-imports). In another embodiment, the value of a gameenvironment is determined by the final value of the goods and servicesproduced by the resident characters in a given time frame. In a furtherembodiment, the value is determined by the market value of the goods andservices produced by the resident characters minus the depreciation in agiven time period. In yet another embodiment, the value may becalculated by: consumption+investment+governmentspending+(exports-imports)+net foreign factor income-indirecttaxes-depreciation. In yet another embodiment, the value of the assetsin a game environment may be assessed. Assets may be valued according totheir market value, on a multiple of the underlying natural resourcethat can be salvaged from the asset, by a professional estimator whetherreal or virtual, by an investment bank or any other applicable valuationmethod or combination thereof. In a further embodiment, valuation may bedetermined by tax revenue or fees generated by the game environment. Inanother embodiment, cash flow from transactions in the game environmentcould be calculated. Such valuation numbers may be used to determine anopening share price for stock in a game environment or on a price foroptions. In one embodiment, earnings in the environment over a setperiod of time could be multiplied by a factor to arrive at a valuation.For example, the virtual value of the assets of a given game environmentcould be $2,000,000. A stock multiplier of 2 may be applied to the valueto determine that the game environment is worth $4,000,000. If 1,000,000units of stock were initially issued to the player who owns the gameenvironment, the stock is now worth $4.00 per share.

Valuations may also rely on conversion rates, factors or tables whichmay convert all assets to a common unit. Conversion rates may bedetermined by any means applicable. They may be fixed, on an automatedtrading system, or as determined by an exchange on the open market orany combination thereof. For example, conversion rates may be based on acomparison of the economies of two game environments, a comparison of arepresentative basket of goods, the number of player characters in eachenvironment, the amount of a particular virtual asset available in aparticular game environment, the amount of production of a virtual assetin the game environments or on any other number of market forces orcomparable factors. For example, a gallon of oil may be converted to twogallons of oil when traded from War Craft to Second Life. In anotherembodiment, a barrel of oil may be converted into 1000 thistle seedswithin a game environment, and/or a barrel of oil may be converted to5000 thistle seeds when exchanged between two games. 5000 thistle seedsmay be worth 3 shares of stock in a particular game environment. In afurther embodiment, a game attribute coming from a first environment maybe converted into a game attribute in a second environment bymultiplying the value of the game attribute in the first environment bya conversion multiplier that reflects the difference in the labor(and/or other factors) required to build the game attribute in the firstenvironment vs. the second environment. For example, 1000 thistle seedsin one game environment may be worth 700 thistle seeds in another gameenvironment. Alternatively or additionally, the multiplier may take intoaccount any differences in supply, availability, ease or cost ofacquisition, or the like, of the resources and/or the prevailingexchange rates of real or virtual currency. Some game environments maybe configured to produce items more optimally. These game environmentsmay receive a premium valuation in that their labor is more efficient inthat game environment than on other game servers. Alternatively,environments that produce such items more optimally may be penalized ora tariff may be imposed to create a more fair exchange between or amongsuch game environments.

In one embodiment, some or all of the following steps may be used toconvert assets between game environments. 1. Generate a conversion valuefor two or more game environments based on activity and conditions inthe game environments. 2. Create a conversion multiplier based on therelationship of the values between two or more game environments. 3.Store multiplier.

Once a valuation of a game environment has been made, an initial pricefor the value of the shares may be determined. The sale of shares maytake place by any means applicable. In one embodiment, the gameenvironment may decide to sell the shares itself, or may select a thirdparty such as an underwriter to handle distribution of the shares. Theunderwriter or other third party may select the initial price for thegame environment and assess demand based on current conditions. Theunderwriter may charge a fee for such transactions. Such a fee may be aflat fee, a percentage of the total amount to be sold, a percentage ofthe offering price, or any combination of the above. For example, theinitial public offering may take place using a Dutch Auction, FirmCommitment, Best Efforts, Bought Deal or Self Distribution of Stock. Ina Dutch Auction, the auctioneer begins with a high asking price which islowered in increments until some participant is willing to accept theauctioneer's price, or a predetermined reserve price is reached. Thewinning participant pays the last announced price. In Firm Commitment,an underwriter assumes all inventory risk and purchases all securitiesdirectly from the issuer for sale to the public at the price specified.With Best Efforts, the underwriter agrees to use all efforts to sell asmuch of an issue as possible to the public. The underwriter can purchaseonly the amount required to fulfill its client's demand or the entireissue. However, if the underwriter is unable to sell all securities, itis not responsible for any unsold inventory. In one embodiment, theunderwriter has a set time frame for selling the shares. If all of theshares are not sold within the agreed-upon time frame, the issuer mustreturn any funds collected from investors. In a Bought Deal, aninvestment bank negotiates a price with the issuer and purchasessecurities from an issuer before selling them to the public. Theinvestment bank (or underwriter) acts as principal rather than agent andthus actually “goes long” in the security. Once the shares are initiallysold, they may be traded on an exchange or other secondary market. In afurther embodiment, the game environment or the owners of the gameenvironment may self distribute the stock in a direct public offering.

Shares may be sold directly to investors, or purchased on an exchange,such as a stock exchange, for virtual or real currency or for items oftrade. Exemplary descriptions of exchanges may be found in U.S. patentapplication Ser. No. 11/560,456 filed Nov. 16, 2006, which is herebyincorporated by reference. Such exchanges may exist in the gameenvironment selling the shares or may be located elsewhere in thevirtual environment or in a different virtual environment than thevirtual environment in which the game environment is located. In oneembodiment, game environments may choose to offer stock on a real worldstock exchange. Upon the issuance of actual stock in a real stockexchange, players could receive and/or have the option to receive realstock certificates/shares in proportion to and/or in exchange for theirownership of the virtual game environment as translated into real stock.Such a translation may be on a one-to-one basis, or based upon eachplayer character's pro rated share of real to virtual shares, or anyother method of conversion as agreed upon by the player characters thatown such characters and/or game shares and/or as otherwise agreed to bythe player characters and/or game manufacturers or any other dulyappointed and authorized body to determine such valuation, and/or basedupon a majority and/or super majority vote by all affected game playersand/or only by those holding virtual shares and then only in proportionto their pro-rata share amounts and/or based upon their preexisting orsubsequently established voting rights, which may be determined basedupon their number of shares or based on the value of their shares and/ortheir exercise price for their options and the like.

Shares on virtual exchanges may be purchased using real currency,virtual currency, virtual assets or real assets. In one embodiment,purchases may be made in any currency or asset. In another embodiment,the value of the currency or asset must be converted to a specifiedcurrency by an exchange rate or conversion rate.

The exchange rate for one type of virtual currency for another type ofvirtual currency, virtual currency for real currency, virtual assets forreal assets, real assets for virtual assets, real assets for virtualcurrency, virtual assets for real currency or virtual assets for virtualcurrency may be fixed in that the rate does not change for the durationof the game or segment of the game. Alternatively, the exchange orconversion rate may be variable. Such a variable rate may be pegged to afloating real world exchange relationship, for example the U.S.dollar/Japanese yen spot exchange rate, a percentage thereof, a plus orminus adjustment thereof, some other economic indicator, or acombination thereof. The exchange rate may also vary depending on thecountry of origin of the player, or may be fixed to a particular realworld currency, i.e., all exchange rates are quoted in dollars. Inanother embodiment, the exchange rate may be floating and determined bymarket forces such as the relative demand for virtual currency versusreal world currency, or the relative demand of particular types ofvirtual currency. Said exchange rates may further be established ordetermined by any suitable method including, but not limited to, by a)the game manufacturer, b) the owner(s) of the server(s) upon which thegame resides, c) one or more player characters, d) market forces, e) lawor regulation of the game or within the real world, f) negotiation amongthe affected parties, or g) any combination of the above.

Shares may all be of the same class or there may be multiple classes ofshares with different rights. For example, some shares could be commonstock, other shares could be preferred stock, prior preferred stock,convertible preferred stock, phantom stock, restricted stock, ortreasury stock. Common stock usually entitles the owner to vote atshareholders'meetings and to receive dividends. Preferred stockgenerally does not have voting rights, but has a higher claim on assetsand earnings than the common shares. For example, owners of preferredstock receive dividends before common shareholders and have priorityover common shareholders in the event that a company goes bankrupt andis liquidated. Voting rights may also differ based on the type ofshares. For example, one class may have the right to elect only a smallpercentage of the managers or members of the board or may have noelection rights. Another class may elect the majority of board members.A further class may have the right to elect the government of the gameenvironment.

In one embodiment, residents of a game environment may be offered sharesprior to an IPO and/or offered the opportunity to trade assets owned inthe game environment for a particular class of shares using such stepsas: 1. Output a virtual IPO cash price of a share of a game environmentto a player character. 2. Receive a request to exchange an asset forshares from a player character in the game environment. 3. Determine theasset value. 4. Receive the asset into the game environment account. 5.Transfer stock whose virtual cash value is equal to the virtual cashvalue of the asset to the player character. In a further embodiment, allresidents may be given an equal number of shares when residency isestablished. In another embodiment, residents of a game environment maybe given shares in an amount representative of their relative assets inthat game environment. For example, some or all of the following stepsmay be used: 1. Determine a total virtual asset value for a gameenvironment based on virtual assets and valuation rules and conditions.2. Generate a percentage ownership of the total virtual asset value foreach player character based on their ownership of virtual assets in agame environment. 3. Convert virtual asset ownership into shareownership of the game environment for each player character. 4. Notifyplayer character of share ownership.

There may be limitations in the purchase and sale of shares of a gameenvironment. For example, if a character or player becomes the owner ofmore than a certain percentage of the stock, for example 10%, such anacquisition must be reported to a governing entity, or may be prohibitedby the game, game server, or exchange. In another embodiment, there maybe blackout periods during which members of a controlling entity of agame environment cannot sell shares.

Various embodiments include the following twenty embodiments:

1. A method comprising: providing a virtual world accessible to aplurality of player characters; providing a game environment in thevirtual world; raising capital in the game environment by selling sharesof the game environment to at least one of the player characters.

2. The method of embodiment 1 wherein the game environment is created byat least one of the player characters.

3. The method of embodiment 2 further comprising determining if a playercharacter is eligible to create a game environment.

4. The method of embodiment 3 wherein the step of determining if aplayer character is eligible to create a game environment includesretrieving a player resume associated with the player character.

5. The method of embodiment 3 wherein the step of determining if aplayer character is eligible to create a game environment includesdetermining the skill level of the player character.

6. The method of embodiment 3 wherein the step of determining if theplayer character is eligible to create a game environment includesdetermining the wealth level of the player character.

7. The method of embodiment 1 wherein the game environment includes aplurality of resources.

8. The method of embodiment 7 wherein the game environment is owned byone or more player characters, the method further comprising: providingan allocation of resources to the game environment owner; and allowingthe game environment owner to distribute the allocated resources.

9. The method of embodiment 8 wherein the game environment owner is theplayer character who created the game environment.

10. The method of embodiment 8 further comprising allocating resourcesupon completion of a game parameter.

11. The method of embodiment 10 wherein the game parameter is passage ofa given amount of time.

12. The method of embodiment 10 wherein the game parameter is theoccurrence of a given event in the virtual world.

13. The method of embodiment 1 further comprising determining if a givenplayer character is eligible to access the game environment.

14. The method of embodiment 13 wherein determining if a given playercharacter is eligible to access the game environment comprisesdetermining if the given player character owns shares in the gameenvironment.

15. The method of embodiment 13 wherein determining if a given playercharacter is eligible to access the game environment comprises receivinga fee from the given player character.

16. The method of embodiment 1 further comprising recruiting playercharacters into the game environment by: determining a set of criteriausable to identify player characters to be recruited into the gameenvironment; determining which player characters in the virtual worldfulfill some or all of the criteria; and offering an incentive to playercharacters who fulfill some or all of the criteria.

17. The method of embodiment 16 wherein the incentive is stock in thegame environment.

18. The method of embodiment 16 wherein the incentive is a stock optionin the game environment.

19. The method of embodiment 1 further comprising providing an exchangeaccessible to the player characters through which player characters maybuy and sell stock in the virtual environment.

20. The method of embodiment 19 further comprising: determining that thegame environment fulfills a given criteria; determining a value for thegame environment; publishing a notice of initial public offering; andoffering shares in the game environment on the exchange.

Stock options in a game environment may also be distributed. Suchoptions may be given to all members of a game environment, key personnelin a game environment, potential players, leaders in a game environment,as a recruitment tool to encourage people to play in a game environment,may be distributed at random, or according to any criteria determined bythe governing body or owners of the game environment, or any combinationof the above. Such options may be based on the appraised market value ofthe shares or on any share strike price desired. Options may beexercisable at any time, or may not be exercisable until a publicoffering has been made or until a certain amount of time has passedafter the initial public offering. Expiration of the options may be setat any time. In one embodiment, options must be exercised within fiveyears. In another embodiment, options must be exercised within tenyears. In one embodiment, some or all of the following steps may be usedto exercise an option: 1. Receive a request to exercise a virtual stockoption of a game environment. 2. Determine if request is possible basedon exercise conditions. 3. If request is possible, determine a virtualcash amount due based on exercise price of option. 4. Output amount due.5. Receive payment of amount due. 6. Release stock of game environmentto player character. 7. Flag option as exercised.

Types of transactions may be limited by the level of participation ofthe player or player character. Such limitations could depend upon theskill, experience, and sophistication of the authorized user and/or theplayer's real or virtual credit score and/or real or virtual current orpredicted income levels

Types of transactions may be limited by the level of participation ofthe player or player character. Such limitations could depend upon theskill, experience, and sophistication of the authorized user and/or theplayer's real or virtual credit score and/or real or virtual current orpredicted income levels. For example, players may advance throughdifferent levels of play and after achieving certain benchmark standardsor having an account established for a particular length of time, theymay be granted wider access to financial intermediaries and the servicesprovided by such intermediaries.

It will be appreciated that while, for the sake of discussion, thesedatabases have been described separately, the data in these and anyother suitable databases could be merged into a single large databasesand/or maintained separately in additional databases, or in otherstructures besides a database. Moreover, any such databases could beindependent or linked, and the data in these databases could be storedcentrally on a server or separately on game devices.

The present disclosure provides numerous systems and methods related tovirtual environments in online computer games. It should be appreciatedthat numerous embodiments are described in detail and that variouscombinations and subcombinations of these embodiments are contemplatedby the present disclosure.

Conclusion

Of course it will be appreciated that the systems methods describedherein are provided for the purposes of example only and that none ofthe above systems methods should be interpreted as necessarily requiringany of the disclosed components or steps nor should they be interpretedas necessarily excluding any additional components or steps.Furthermore, it will be understood that while various embodiments aredescribed, such embodiments should not be interpreted as being exclusiveof the inclusion of other embodiments or parts of other embodiments.

The invention is described with reference to several embodiments.However, the invention is not limited to the embodiments disclosed, andthose of ordinary skill in the art will recognize that the invention isreadily applicable to many other diverse embodiments and applications asare reflected in the range of real world financial institutions,instruments and activities. Accordingly, the subject matter of thepresent disclosure includes all novel and nonobvious combinations andsubcombinations of the various systems, methods configurations,embodiments, features, functions, and/or properties disclosed herein.

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

Each claim in a set of claims has a different scope. Therefore, forexample, where a limitation is explicitly recited in a dependent claim,but not explicitly recited in any claim from which the dependent claimdepends (directly or indirectly), that limitation is not to be read intoany claim from which the dependent claim depends.

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device or article is described herein, more than onedevice/article (whether or not they cooperate) may alternatively be usedin place of the single device/article that is described. Accordingly,the functionality that is described as being possessed by a device mayalternatively be possessed by more than one device/article (whether ornot they cooperate).

Similarly, where more than one device or article is described herein(whether or not they cooperate), a single device/article mayalternatively be used in place of the more than one device or articlethat is described. For example, a plurality of computer-based devicesmay be substituted with a single computer-based device. Accordingly, thevarious functionality that is described as being possessed by more thanone device or article may alternatively be possessed by a singledevice/article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other deviceswhich are described but are not explicitly described as having suchfunctionality/features. Thus, other embodiments need not include thedescribed device itself, but rather can include the one or more otherdevices which would, in those other embodiments, have suchfunctionality/features.

Numerous embodiments are described in this patent application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The presentlydisclosed invention(s) are widely applicable to numerous embodiments, asis readily apparent from the disclosure. One of ordinary skill in theart will recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

The present disclosure is neither a literal description of allembodiments of the invention nor a listing of features of the inventionwhich must be present in all embodiments.

Neither the Title (set forth at the beginning of the first page of thispatent application) nor the Abstract (set forth at the end of thispatent application) is to be taken as limiting in any way as the scopeof the disclosed invention(s). An Abstract has been included in thisapplication merely because an Abstract of not more than 150 words isrequired under 37 C.F.R. 1.72(b).

The title of this patent application and headings of sections providedin this patent application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long period of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components/features is required.On the contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention(s). Unless otherwise specified explicitly, nocomponent/feature is essential or required.

Although process steps, algorithms or the like may be described in asequential order, such processes may be configured to work in differentorders. In other words, any sequence or order of steps that may beexplicitly described does not necessarily indicate a requirement thatthe steps be performed in that order. On the contrary, the steps ofprocesses described herein may be performed in any order practical.Further, some steps may be performed simultaneously despite beingdescribed or implied as occurring non-simultaneously (e.g., because onestep is described after the other step). Moreover, the illustration of aprocess by its depiction in a drawing does not imply that theillustrated process is exclusive of other variations and modificationsthereto, does not imply that the illustrated process or any of its stepsare necessary to the invention, and does not imply that the illustratedprocess is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are essential orrequired. Various other embodiments within the scope of the describedinvention(s) include other processes that omit some or all of thedescribed steps. Unless otherwise specified explicitly, no step isessential or required.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that all of the plurality are essential or required.Various other embodiments within the scope of the described invention(s)include other products that omit some or all of the described plurality.

Unless expressly specified otherwise, an enumerated list of items (whichmay or may not be numbered) does not imply that any or all of the itemsare mutually exclusive. Therefore it is possible, but not necessarilytrue, that something can be considered to be, or fit the definition of,two or more of the items in an enumerated list. Also, an item in theenumerated list can be a subset (a specific type of) of another item inthe enumerated list. For example, the enumerated list “a computer, alaptop, a PDA” does not imply that any or all of the three items of thatlist are mutually exclusive—e.g., an item can be both a laptop and acomputer, and a “laptop” can be a subset of (a specific type of) a“computer”.

Likewise, unless expressly specified otherwise, an enumerated list ofitems (which may or may not be numbered) does not imply that any or allof the items are collectively exhaustive or otherwise comprehensive ofany category. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list arecomprehensive of any category.

Further, an enumerated listing of items does not imply that the itemsare ordered in any manner according to the order in which they areenumerated.

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. 112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. 112, paragraph6 does not apply to that limitation, regardless of whether thatlimitation recites a function without recitation of structure, materialor acts for performing that function. For example, in a claim, the mereuse of the phrase “step of” or the phrase “steps of” in referring to oneor more steps of the claim or of another claim does not mean that 35U.S.C. 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. 112, paragraph 6, the corresponding structure,material or acts described in the specification, and equivalentsthereof, may perform additional functions as well as the specifiedfunction.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthis patent application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. 112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function.

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in this patentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of this patentapplication. Applicants intend to file additional applications to pursuepatents for subject matter that has been disclosed and enabled but notclaimed in this patent application.

The invention claimed is:
 1. A method performed by a computer, themethod comprising: running, by a Video Game Central Server, a massivemulti player online game that is operable to support a plurality ofplayers via a plurality of video game devices, in which each of theplayers controls at least one player character; providing, by the VideoGame Central Server, a game environment in the online game; permitting,by the Video Game Central Server, the first player character to recruita subset of the player characters to construct units in the gameenvironment requiring, by the Video Game Central Server, each of thesubset of the player characters to pay a fee to a first player characterin order to access the game environment; determining a valuation of thegame environment based on a value of goods and services produced by thesubset of the player characters; determining an opening share price forthe game environment based on the valuation; distributing shares of thegame environment to each of the subset of player characters, in whichthe distributed shares entitle each of the subset of player charactersto receive a dividend; and providing, to each of the subset of playercharacters, shares of stock in the game environment in proportion to therespective shares of the game environment held by the player character.2. The method of claim 1 wherein the game environment is created by atleast one of the player characters.
 3. The method of claim 1, furthercomprising: permitting, by the Video Game Central Server, the subset ofplayer characters to form an organization.
 4. The method of claim 1further comprising determining if a second player character is eligibleto access the game environment.
 5. The method of claim 4 whereindetermining if a second player character is eligible to access the gameenvironment comprises determining if the second player character ownsany of the shares in the game environment.
 6. The method of claim 1further comprising recruiting player characters into the gameenvironment by: determining a set of criteria usable to identify playercharacters to be recruited into the game environment; determining whichplayer characters fulfill some or all of the criteria; and offering anincentive to player characters who fulfill some or all of the criteria.7. The method of claim 1, further comprising: permitting, by the VideoGame Central Server, the first player character to obtain virtual fundsthrough a loan to develop the game environment.
 8. A method performed bya computer, the method comprising: running, by a Video Game CentralServer, a massive multi player online game that is operable to support aplurality of players via a plurality of video game devices, in whicheach of the players controls at least one player character; providing,by the Video Game Central Server, a game environment in the online game;requiring, by the Video Game Central Server, each of a subset of theplayer characters to pay a fee to a first player character in order toaccess the game environment; determining a valuation of the gameenvironment based on a value of goods and services produced by thesubset of the player characters; determining an opening share price forthe game environment based on the valuation; distributing shares of thegame environment to each of the subset of player characters, in whichthe distributed shares entitle each of the subset of player charactersto receive a dividend; and providing, to each of the subset of playercharacters, shares of stock in the game environment in proportion to therespective shares of the game environment held by the player character.9. The method of claim 8 wherein the game environment is created by atleast one of the player characters.
 10. The method of claim 8, furthercomprising: permitting, by the Video Game Central Server, the subset ofplayer characters to form an organization.
 11. The method of claim 8further comprising determining if a second player character is eligibleto access the game environment.
 12. The method of claim 11 whereindetermining if a second player character is eligible to access the gameenvironment comprises determining if the second player character ownsany of the shares in the game environment.
 13. The method of claim 8further comprising recruiting player characters into the gameenvironment by: determining a set of criteria usable to identify playercharacters to be recruited into the game environment; determining whichplayer characters fulfill some or all of the criteria; and offering anincentive to player characters who fulfill some or all of the criteria.14. The method of claim 8, further comprising: permitting, by the VideoGame Central Server, the first player character to obtain virtual fundsthrough a loan to develop the game environment.